Recent posts by Jornac on Kongregate

These events are like most things the Devs release, half-baked and buggy. The rewards are free ingredients and some scrap, so thanks for those. The other pleasant thing is the bounty event is the equivalent of a 12.5% buff to your scanning capacity, instead of 8 scans per 2 hours we get 9 for a couple of days. Sure you might not get any bounties for a day and then you get 7, but whatever, bonus scans and bonus units.

The 7* unit they released is pretty special. The Devs don’t appear to have any sort of methodology when it comes to unit design, these abilities are out of fucking hand. Stop huffing glue and making MORE P2W units, they already have 40+ units for a game with 8 spaces, expand on F2P and stop ignoring your playerbase you half-brained fuckwits.

I’m looking forward to Dirge+ and Galvanizer++, their marks match so they won’t step on each other’s toes. A Hunter+ would be divine but jackrabbits haven’t exactly been falling out of the sky. Hunter is definitely crucial, especially with these new utterly retarded Armor + Camo units (what drugs have these Devs been spending our money on??). Blitz Camo Pierce won’t ever become a F2P unit, they would rather charge $20 a pop.

I ran 2-3 GEs with a marking Dirge for many weeks with great success vs weaker opponents. Double dipping on the Mark is key, getting strike and the main attack to land is lights out. I’ve been using a Hunter with Razor ammo as a later round drop behind my Sandstorm or Crusher to break through enemy armor that I’ve trapped. Playing it early with a Cerberus is great versus these squads with Caspers and cerebrals ontop of you standard milieu of GEs, SAWs and Dirges

Hunter has better utility, it helps remove camo. Throw a Cerberus, ONI or Zeus in the 1 spot and the enemies camo will be removed completely. Dirge is only a good marker until you get the dual. If it’s the first 5* you get it compliments a Zeus squad well (armor first, Mark 2nd). Make the Hunter, then make a dirge. Hunter is also great because of it’s massive damage and because it’s one of the rare F2P units with PIERCE!!!!

You will be missed Blue. You helped us out for a brief moment during the raids, you were always beatable when scanned, so your absence will be felt. May your time spent gaming be more enjoyable in the future, always sucks to lose faith in something you’ve devoted so much time and energy into.

72 hours for the event and a new bounty every 2 hours plus the 3 we start with? ((72/2) – 1) + 3 = 38 bounties. My squad power is 402, let’s assume my opponents are 380 on average, my potential max is 14440. I do sanity checks like this and compare them to how I end up, but it doesn’t matter because there are raid blackouts where you won’t get a new bounty for 6, 8 or more hours. But we keep getting the same recycled event with few fixes or maintenance. Guess it’s not broke enough to warrant getting any attention. More of the same, ignore the carrot on the stick it’s actually a turd.

Jornac, it is one unit for the entire game with 32 health….. the top player can’t fuse it.

Thank god there will only be 3, until there are more… This is a continuation of the issues created by making units with Camo AND Armor. These are horrifically overpowered units. Halberd is what the cerebral should be. It’s only a matter of time before they release a 5* with more armor and barrier-all then a crusher ontop of 2 camo, 6+ attack and 35+ health. These Devs shamelessly release units that are direct replacements for F2P units. There are a finite number of ability combinations; but I fully expect for the Devs to exhaust those possibilities and sell those crates before they return to give F2P any ing new. It’s just frustrating that the Devs don’t have any respect for their playerbase. Ride the cash wave, milk it dry, move on to a new game. Guess our only choice is to try have as much fun as we can in spite of the Devs effort/lack of effort.

They have never explained specific related to matchmaking, that does not appear to be changing anytime soon. An enemy with less then 100 SP on you is a little lame, but it is still points. If I lose a match, im not getting shit. You are only competing against yourself. A squad power of 29 + 200 is much better then losing two matches because your opponent has 120+ SP on you. A win is a win, you get points. Losing to horrific mismatches, is frustrating. But don’t expect the Devs do respond or communicate anything, they are to busy designing new units and ignoring basic game functionality. Another day another $

Improvements? Yeah that’s a tall hill for them to climb. They must be on drugs, look at these new units. Mark and strong strike all, Armor AND Camo AND Pierce?? You can’t mark it, you can’t strike it and you shouldn’t put armor in front of it… These developers have lost their fucking minds and have broken from reality. Their communication skills are completely non-existent. I never knew they hired someone specifically for Community Relations or something communication based. It’s probably not another person, it really feels like the Devs are just 2 people with 6 different aliases. Thank god the event is at the end of the week, won’t conflict with the raid. Holy shit guys, please pick your heads up and turn your brains back on.

I would love a Storm Shield to protect my units. And a unit that doesnt attach can be very useful. I would love one for Reactor Epsilon to hold the Cleavers in place, or tame a unit with Berserk. I don’t know if this works, but since the wall has 0 attack it will never get suppressed, however it may catch rally or rally-all, so it can attack. Between Marks ranging from 3-9 and Rallys ranging from 3-13, your wall can do 6-22 damage if the right set of conditions line up. Sure any other unit would have benefited the same under the same conditions, but they don’t have as much armor as the wall.

With titanium plate it has 10 armor and 40 health, that is pretty substantive, that is more health then a sandstorm. Twister Shield with Prism Barrier would have the same Barrier:7 as a Shadow Galvanizer, that is a pretty solidly supportive row. I don’t have a wall, but I have high hopes for one. Barrier All would only make sense if it was an additional skill ontop of armor and barrier. I think camo would be to much of a buff, but would add to the walls survivability.

That won’t work. A unit with 0 att can’t be rallied and ammo doesn’t work either. it will never attack. same with hornet and crates.

Well thats fucked, my Hornets used to attack, must have changed that in a recent update

The thing is, if the only factors at play in opening a box are probability, our empirical results will bear out the same info. Flip a coin, roll a die, you will run into the same results everytime. Once your sample size is large enough, the inherent probability starts to match up with the results. Everytime you roll a 6 sided die, you have a 1:6 chance to get any one number. You may hit hot and cold streaks, but eventually, you will have a 1:6 distribution of all of the numbers rolled. If the supply drop rate is straight up % based and random, we will all start to see the same %s. I am pretty sure that with the $$ being spent on this game that if you are presenting the boxes as “random chance” but its actually not, that is a problem, false advertising if you will. Any casino has to release its odds for any game of chance, there is no down side to being transparent. It does not give us an advantage, it may make us more wary, but its not like we are going to open less standard supply drops, that is the only place to spend our daily silver.

Its just unnerving when the Devs stay completely quiet on issues that are so fundamental and basic to the game. No explanation of how the mechanics work. 97 pulls required to clear a box, several hundred dollars to clean out a crate, but no explanation as to how the units are selected. Its just bad practice.

I would love a Storm Shield to protect my units. And a unit that doesnt attach can be very useful. I would love one for Reactor Epsilon to hold the Cleavers in place, or tame a unit with Berserk. I don’t know if this works, but since the wall has 0 attack it will never get suppressed, however it may catch rally or rally-all, so it can attack. Between Marks ranging from 3-9 and Rallys ranging from 3-13, your wall can do 6-22 damage if the right set of conditions line up. Sure any other unit would have benefited the same under the same conditions, but they don’t have as much armor as the wall.

With titanium plate it has 10 armor and 40 health, that is pretty substantive, that is more health then a sandstorm. Twister Shield with Prism Barrier would have the same Barrier:7 as a Shadow Galvanizer, that is a pretty solidly supportive row. I don’t have a wall, but I have high hopes for one. Barrier All would only make sense if it was an additional skill ontop of armor and barrier. I think camo would be to much of a buff, but would add to the walls survivability.

y(0.1) = 61. 61 * 0.1 = ~6 minutes,
y(9.8) = 1014 is pretty much the max limit, at that rate you would take 1014 * 9.8 = 9937.2.
y(9.808) = 1027, 1027 * 9.808 = 10080 minutes to defeat the core, and that is the entire length of the event (7 × 24 × 60). The difference between 9.8 and 9.808 minutes is less then a second, but for thoroughness I showed it.

t= average time between victory in minutes (6 people winning every minute = 0.1, 2 people people winning per minute = 0.5, etc)
y = victories required to defeat the core
t * y = time to defeat core.

I am optimistic that this will be the case. The Devs are never particularly clear or forthcoming with that’s going on. It’s so odd to have an involved community that they occasionally respond to, but never with any great specificity or clarity. Is English not their first language? I’ve experienced that in the past, a game developer couldn’t even understand their community, it feels like that’s what is happening here. In theory and practice it’s simple to type out “F2P will be getting expanded at some point in he future”. Even if it was just your basic placation it would be worlds better then where we are now.

besides duals and quads, probably not. They haven’t added onto the fusion tree… ever, if I’m not mistaken. I have made several propositions for expanding the F2P fusion tree, but those appear to have fallen on deaf ears. Nobody knows what the Devs are up to, but their outward appearance is that they only care about making new P2W units that they can charge for, and the F2P fusion tree is set in stone, never to be added to it. They have neglected the free players, that is why so many leave.

after 80 days and tracking 4344 opens, I FINALLY pulled my first 4* unit. Ignoring the several days worth of opens I had prior to tracking, I had never EVER received a 4* unit from a SD, I had received a Crusher before December 15th, but even without taking into account the supply drops I didn’t track.

Seeing as to how the Developers set/chose/implemented the drop rates, can “you guys” please provide us with some clarification into the specifics of the matter? Or at least inform us as to why you won’t release that info. It is rather befuddling to me as to why the developers keep their playerbase in the dark about every key aspect of the game mechanics. What is wrong with an informed player?

We are looking for historical data as well, an exportable file would be over the top useful. Raids are weekly, so why can’t we look back at past raids to see who is effective, and who is getting max rewards?

I think the point that is trying to be made is that there is nothing to simulate. If you had 8 cards and your opponent had 8 cards, you could “simulate” or play the match and you might not get the same order of units even after 10, 100 or 1000 attempts. Sure it’s good practice, and it would be nice to replay certain moves and try a different unit, but even then depending on their abilities, their effectiveness can be pretty random.

We can evaluate each unit versus every other unit (stick to 4* at the minimum), that would help us with opening moves. The best we can do is evaluate the probability of each units skills, maybe someone with better statistical knowledge could factor what the probability is for your odd pairings. If I have 3 units that can catch rally, and the enemy has 3 units out, what’s my probability of Mark and rally working together? Essentially, are 2 1:3 chances equal to a 1:9 chance?

It’s a fun card game with a simple array of abilities and a small game board. The possibilities are dizzying and development of your team can feel slow at times, but it’s a fun way to kill time. The community is pretty active and involved so feel free to ask us if you have any questions about the game, mechanics or really anything. It can be confusing, the Devs don’t really ever do a particularly clear job of explaining anything, so it usually takes a couple of weeks for us to figure it out ourselves. Again, welcome and please stay a while!

Sandbox mode!! Won’t ever happen. You can simulate a round if you want, everything is random! You will need a couple different types of dice, because when you have 4 possibilities (strike or rally for example) you can roll a 16 sided die, each unit has 4 numbers (to give you a 1:4 chance), you can flip a coin for 1:1 chances. Of course the order the units come in is also random, so that sometimes sucks. I’ve run through scenarios for every unit vs every other unit on the first turn, after 2 or 3 units get placed, the game is either completely in hand or completely out of control.

Glad to see someone else taking an analytical approach to this game. It’s a shame the Devs are so utterly secretive about the dominance calculation process, matchmaking, drop rate % for standard supply drops, division of watchtower raid rewards by damage, really anything.

If the Crusher has 7 Armor and 3 armor from Titanium plate plus an additional 4 from barrier-all, your unit with incendiary needs to overcome 7 + 3 + 4 = 14 damage. So you need to deal atleast 15 damage in order to overcome the armor and deal damage to the unit, which will trigger incendiary.

The cores recover 48 health per minute. So every ~10 minutes a win is erased. Your guild needs to average 3 to 4 wins per minute to be succesful, 2 or 1 is of course better, less than 1 is ideal but as you’re explaining that’s not always possible for your guild to get 10 people knocking out a win a minute for 6 minutes.

So due to the recovery rate:
One person can knock out 30 wins (15,000 damage), If the second player doesn’t start till am hour after the first guy starts he will be facing a core with 17,880 health that’s 36 wins away. You can split that between one or two people. I don’t know how strong your guild is, but hopefully you’ve got atleast 10 people who can manhandle the Gate, Foundry and AI Cores. Suppression Vats are tough and require some specific units, Drone Matrix requires Berzerk, Armor and Crusher. If you need some help with unit selection let us know we can try to help. I was planning to make a Community Discussion thread today to talk about Reactor Epsilon and get feedback from others. The regen is annoying, but it’s a threshold that should be inconvenient and not insurmountable, if it is, you won’t stand a chance when you get past it. It would be nice to get a couple watchtower coins from taking out the cores, not sure how much or how to split it, but it would make the damage sting a little less, it can feel like pissing into the wind throwing your health a the core just to get a 4 hour window where you get to get your dick stomped and remaining health removed in a matter of 4 rounds. We will figure it out.

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